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Star Wars: Epic Duels

2v2 Tournament Rules

These rules cover the standard procedure for a 2v2 Star Wars: Epic Duels tournament. This document is to be used in conjunction with the rulebook included with the original published version of the game. That rulebook is available electronically here: . Anywhere the published rules contradict something in this document, this document is to take precedence.

1.0 Set-Up

1.1 Step 1: Opening Die Roll

1.2 Step 2: Establish Ban/Select Positions

1.3 Step 3: Ban Characters

1.4 Step 4: Select Characters

1.5 Step 5: Establish Play/Side

1.6 Step 6: Establish Turn Order

1.7 Step 7: Set-up Characters

1.8 Step 8: Begin Play

2.0 Game Board

2.1 Geonosis Arena

3.0 Non-Hasbro Rules

3.1 Light and Dark Side Characters

3.2 Starting Spaces

3.3 Wound Markers

3.4 Teammate Discussion

3.5 Game End

3.6 Exhausting the Draw Pile Twice

3.7 Re-shuffling the Draw Pile

3.8 Mandatory Actions

3.9 Attack Position

4.0 Galactic Set Text Clarifications

4.1 "Until the end of your next turn..."

4.2 "...may not move until the end of his/her next turn."

4.3 "Move all enemy characters..."

4.4 "Search your draw pile for..."

4.5 "...the amount of damage done to the character."

4.6 "Put the unrevealed attack card..."

4.7 "Before the attack card is revealed..."

5.0 Time Limit and Game Tiebreakers

5.1 Time Limit

5.2 Tiebreaker 1: Kill Points

5.3 Tiebreaker 2: Health by Percentage

5.4 Tiebreaker 3: Hand Size

5.5 Tiebreaker 4: Special/Power Combat Cards Remaining

6.0 Tournament Procedures

6.1 Play Etiquette

6.2 Taking Notes

6.3 Dropping from the Event

7.0 Format and Tournament Tiebreakers

7.1 Tournament Format

7.2 Tiebreaker 1: Opponents' Win/Loss Record

7.3 Tiebreaker 2: Opponents' Tiebreaker 1 Scores

7.4 Tiebreaker 3: Rounds You Lost

8.0 Rules Infractions

8.1 Reporting Infractions

8.2 Seeing Unwarranted Cards

8.3 Drawing Unwarranted Cards

8.4 Taking a Turn Out of Order

8.5 Taking an Unwarranted Action

8.6 Exceeding the Hand Limit

8.7 Rolling the Movement Die Prematurely

8.8 Moving More Spaces than Allotted

8.9 Playing an Illegal Deck

8.10 Failing to Resolve a Mandatory Card Effect

8.11 Arriving to a Game Late

8.12 Playing Slowly

8.13 Disrupting a Game

8.14 Unsporting Conduct

8.15 Failing to Put Away Game Components

8.16 Other Issues

9.0 Penalties

9.1 Intent

9.2 Warning

9.3 Game Loss

9.4 Disqualification

10.0 Disclaimer

10.1 Tournament Organizer's Authority

1.0 Set-Up

Tournament Epic Duels set-up takes place in eight steps:

1.1 Step 1: Opening Die Roll - One player from each team rolls the movement die. An "All" result is treated as being higher than an equivalent single result (so an All 3 is higher than a 3 but lower than a 4). The team that rolls the higher number may choose between having their say in one of two decisions that must be made. The winning team can choose to have what they consider the more advantageous character banning/selecting position (Step 2) OR can choose to have what they consider the more advantageous board/turn position (Step 5). The team that loses the die roll gets to have their say in the decision not chosen by the winning team.

It is important to note that the team that wins the die roll is being given the right to choose between making two different decisions. Both teams will have some advantage in both choices. During Step 2, one team gets to ban characters last (usually desired), but the other team gets to choose characters first (usually desired). During Step 5, one team gets to have the side with superior cover (usually desired), but the other team gets to go first in turn order (usually desired). These rules simply allow the team that wins the roll-off to prioritize what is most important to their strategy.

1.2 Step 2: Establish Ban/Select Positions - The team that controls this choice (established in Step 1) now announces whether they will be banning and selecting characters first or second (as Team A or Team B). The other team takes the other banning/selecting position.

1.3 Step 3: Ban Characters - Characters are now banned from use in the current game. Each team should receive 1 ban for every 10 decks available in the character pool. Remove all banned characters from the available character pool. For a set of 40 characters, the order is as follows:

Team A bans a character.

Team B bans a character.

Team A bans a character.

Team B bans a character.

Team A bans a character.

Team B bans a character.

Team A bans a character.

Team B bans a character.

1.4 Step 4: Select Characters - Characters are now selected to be played. Light Side characters and Dark Side characters may be used interchangeably in teams. The order is as follows:

Team A chooses a character.

Team B chooses a character.

Team A chooses a character.

Team B chooses a character.

1.5 Step 5: Establish Play/Side - The team that controls this choice (established in Step 1) now announces whether they will be setting up on the dark or light side of the board OR whether they will be playing first or second. The opposing team then announces their preference in the other decision (ie. if Team A decides to set up on the light side of the board, Team B can then decide to play first. If Team A decides to play first, then Team B can decide to set up on the light side of the board)

1.6 Step 6: Establish Turn Order - The team playing first (established in Step 5) now announces which player on their team will play 1st overall and which player will play 3rd overall. Then, the team playing second announces which player on their team will play 2nd overall and which player will play 4th overall.

1.7 Step 7: Set-up Characters - In turn order (established in Step 6), each player now places his/her characters. Major characters must begin play on a space in the row closest to their team’s side of the board and minor characters must start adjacent to their corresponding major characters.

1.8 Step 8: Begin Play - All players now draw four cards and the game begins.

2.0 Game Board

2.1 Geonosis Arena - Standard tournament games are played on the Geonosis Arena game board. The Geonosis Arena is a 7x10 grid map, with spaces A1, A2, A3, A4, A7, A8, A9, A10, B1, E3, F3, F4, and F5 marked as unusable terrain. These spaces may not be occupied by any characters, may not be moved through, and block sight lines for ranged attacks.

3.0 Non-Hasbro Rules

3.1 Light and Dark Side Characters - Light Side characters and Dark Side characters may be used interchangeably in teams.

3.2 Starting Spaces - Characters begin play on spaces in the back rows of the board, rather than on named spaces.

3.3 Wound Markers - Take a wound marker for each character (main and minor) you control and set them on the red circle (on the character chart) for each character. These will be used to keep track of damage remaining for your characters.

3.4 Teammate Discussion - Players on the same team may discuss strategy and may look at each other's cards.

3.5 Game End - The game is over when all characters on one team are destroyed, including minor characters. When a player's major and minor characters have been destroyed, that player is eliminated and dropped from the turn order.

3.6 Exhausting the Draw Pile Twice - If either player goes through his/her draw pile a second time, the game is not over. Reshuffle your discards to form a new draw pile.

3.7 Re-shuffling the Draw Pile - A player should only reshuffle his/her discard pile to form a new draw pile when he/she attempts to affect the draw pile in any way and cannot because there are insufficient cards remaining. This includes drawing a card, looking at the top cards, or searching the draw pile for a specific card.

3.8 Mandatory Actions - A player must take two actions on his/her turn, unless he/she is prevented from taking the draw action by a card effect. In this case, the player may end his/her turn without taking two actions. Once a player has completed all of the actions he/she is allotted for the turn, his/her turn immediately ends.

3.9 Attack Position - Cards that specify a character that the player's character "can attack" can only be played against enemy characters. Such cards can be played even when the playing character is prevented from "attacking" by a card effect.

4.0 Galactic Set Text Clarifications

4.1 "Until the end of your next turn..." - These effects remain active through each player's turn until right after your actions have been completed on your next turn.

4.2 "...may not move until the end of his/her next turn." - The chosen character may not move through any means, including rolling the movement die, moving a set number of spaces, moving to any space, swapping spaces, or being moved by a teammate's or opponent's card effect. This does not prohibit effects that completely remove a character from the board or place new characters on the board.

4.3 "Move all enemy characters..." - When moving enemy characters, you may move them through other enemy characters, but not through your friendly characters.

4.4 "Search your draw pile for..." - If an effect searches your draw pile for a specific card or type of card, you must reveal the card searched to all players. If an effect searches your draw pile for any card, you do not need to reveal the card unless otherwise specified.

4.5 "...the amount of damage done to the character." - Damage cannot exceed a chosen character's remaining wound points.

4.6 "Discard the opponent’s attack card without effect." - These cards negate the damage and any secondary effects the attack card has. This includes effects that alter the attack value and effects that make playing the attack not count as an action, but not effects generated by other cards.

4.7 "Put the unrevealed attack card..." - These effects are unique in that they are resolved before the attacker's card effects.

5.0 Time Limit and Game Tiebreakers

5.1 Time Limit - Players are allotted 15 minutes to complete set-up and 60 minutes to complete the game for a total of 75 minutes to complete the round. At the end of the time limit, the current turn rotation is finished and then one additional final turn rotation is taken. If there is no winner at that time, apply the following tiebreakers in order. If the game is still tied after Tiebreaker 4, the match ends in a tie.

5.2 Tiebreaker 1: Kill Points

Points are awarded to a team for each character the team has eliminated. The team with the

most points wins.

Major Characters: 11 Points

Single Minor Characters: 5 Points

Double Minor Characters: 2 Points Each

5.3 Tiebreaker 2: Health by Percentage

The remaining wound points of all characters on a team are added together and divided by

the team’s total starting wound points. The team with a higher percentage of remaining

health wins.

5.4 Tiebreaker 3: Hand Size

The cards in the hands of both players on a team are added together. The team holding the

most total cards wins.

5.5 Tiebreaker 4: Special/Power Combat Cards Remaining

The Special and Power Combat cards in the discard piles of both players on a team are

added together. The team with the fewest total Special/Power Combat cards in their

discard piles wins.

6.0 Tournament Procedures

6.1 Play Etiquette - Players are expected to play in a professional manner. When shuffling the draw pile, a player is expected to offer the deck to his/her opponent to shuffle as well. All shuffling should be done face-down, so that players may not see the cards as they are being randomized. A player is also expected to ask his/her opponent permission before searching his/her opponent's discard pile or moving any of his/her pieces.

6.2 Taking Notes - A player may take notes freely during the game, as long as doing so does not slow down gameplay. Recording the contents of a player's revealed hand is usually acceptable, but sorting through a player's discard pile to record the contents of his/her deck can be excessive. A player may ask a judge to watch any player he/she believes is taking excessive notes for slow play.

6.3 Dropping from the Event - A player may drop from a tournament at any time. The player is encouraged to do so between rounds so that the tournament organizer can take it into account for the next round. If a player wishes to drop, but his/her teammate wishes to continue playing, the teammate may continue to play on behalf of the team. If both players on a team withdraw from the event, then the team is dropped from pairings for the next round. If a team drops after a round has begun, the game is considered an automatic game loss for the team.

7.0 Format and Tournament Tiebreakers

7.1 Tournament Format - With 5 or fewer teams competing, Epic Duels tournaments are typically run in a Round Robin, wherein every team plays every other team. With 6 or more teams, tournaments are typically run using the Swiss system. Under this system, teams are paired up each round based on their current win/loss record, with teams playing other teams that are performing about as well as they are. Teams are able to play every round of the tournament with no elimination. It is recommended that with 6-8 teams competing, 3 rounds are played, with 9-16 teams competing, 4 rounds are played, with 17-32 teams competing, 5 rounds are played, and with 33-64 teams competing, 6 rounds are played. The team with the best win/loss record at the end of all rounds of competition wins the tournament, but if two teams have the same number of match wins, then tiebreaker points are used to determine the winner.

7.2 Tiebreaker 1: Opponents' Win/Loss Record

Your Tiebreaker 1 score is the sum of your opponents' win/loss spread. Add up all of your

opponents' match wins, then subtract all of your opponents' match losses.

7.3 Tiebreaker 2: Opponents' Tiebreaker 1 Scores

Your Tiebreaker 2 score is the sum of your opponents' Tiebreaker 1 scores. Add up all of

your opponents' Tiebreaker 1 scores.

7.4 Tiebreaker 3: Rounds You Lost

Your Tiebreaker 3 is the sum of the squares of the round numbers in which you lost (ie. if

you lose during round 2 and 4, your Tiebreaker 3 is (2x2) + (4x4), so your Tiebreaker 3 is

20). If you have no losses, your Tiebreaker 3 is 0.

8.0 Rules Infractions

8.1 Reporting Infractions - If a player notices a rules infraction, it is the player's responsibility to pause gameplay and contact a tournament official immediately. Rules violations should not be handled by the players in the match or other players in the event. The judge correcting for any player error should take into account any factors in the game state that may require slight alterations be made to the corrective process. For instance, if players have seen cards on the top or bottom of the draw pile due to a card effect, those cards should be kept in their known positions if the draw pile is shuffled for corrective reasons.

8.2 Seeing Unwarranted Cards - If a player sees a card that he/she shouldn't have due to poor shuffling or accidentally flipping a card, the card should be shuffled into the deck. The player receives a warning.

8.3 Drawing Unwarranted Cards - If a player draws a card that he/she shouldn't have due to taking more actions than allotted or accidentally drawing more cards than allowed by a card effect, one random card from the player's hand should be shuffled into the draw pile. The player receives a warning.

8.4 Taking a Turn Out of Order - If the turn order becomes altered for any reason, the judge will try to determine when the first out-of-position turn was taken. If the first inappropriate turn is still in progress or was just completed, that turn should be undone. Any movement is reversed, cards played put back into players' hands, damage undone, destroyed characters put back, cards randomly shuffled back into the draw pile to offset drawn cards, etc. The player who should have taken a turn instead of the offending player now takes his/her turn and turn order resumes normally. The offending player receives a warning.

If the problem is discovered later and players cannot identify when the first out-of-rotation turn was taken, play should continue in the new turn order for the remainder of the game. In this case, all players in the game receive a warning.

8.5 Taking an Unwarranted Action - If a player takes an action that he/she was not allotted due to forgetting to observe an action-reducing effect or losing count of how many actions have been taken, the judge will determine when the inappropriate action was taken. If the action was taken during the turn in progress, the action should be undone. Any movement is reversed, cards played put back into players' hands, damage undone, destroyed characters put back, cards randomly shuffled back into the draw pile to offset drawn cards, etc. The player receives a warning.

If the players realize during a subsequent turn that an extra action was taken, the player who took the unwarranted action should take one less action on his/her next turn. The player receives a warning.

8.6 Exceeding the Hand Limit - If a player is found to be in violation of the 10-card hand limit rule at any time, the player will be forced to discard cards at random until he/she has 10 cards in hand. The player receives a warning.

8.7 Rolling the Movement Die Prematurely - If a player rolls the movement die for his/her turn before the previous turn is finished, the premature die result will be ignored. The player receives a warning.

8.8 Moving More Spaces than Allotted - If a player moves more spaces than allowed by the movement die result or a card effect, he/she should alter his movement to put his/her characters on legally-reachable spaces. The player receives a warning.

8.9 Playing an Illegal Deck - If a player is found to be playing with an incomplete, altered, or otherwise incorrect deck, the judge should inspect the deck and correct it for any errors or omissions. The player receives a warning.

8.10 Failing to Resolve a Mandatory Card Effect - If a player forgets to apply a mandatory portion of a card effect (ie. moving Darth Vader the turn after playing Power of the Dark Side), the judge will determine when the mandatory effect should have been applied. If the problem is caught immediately, the action should be undone in such a way that it conforms to the requirements of the mandatory effect. The player receives a warning.

If the unobserved effect occurred during a previous turn, the judge will determine how best to resolve the matter. Typically, the effect will simply be ignored, rather than being applied later. The player receives a warning.

8.11 Arriving to a Game Late - If a player is not seated at his/her table within the first five minutes of the tournament round, his/her teammate will be given the option to ban and choose characters on behalf of the team. If this option is not exercised, the team receives an automatic game loss for the round.

If the player is still not seated at the end of the set-up phase, his/her teammate will be given the option to play both characters on behalf of the team. If this option is not exercised, the team receives an automatic game loss for the round.

If the player arrives sometime before the game is over, he/she becomes a spectator until the end of the round. In any case, a player more than five minutes late for a game receives a warning. A team more than five minutes late for a game receives an automatic game loss for the round.

8.12 Playing Slowly - If a player or team is believed to be playing unreasonably slowly, the judge will observe the game to determine if slow play is occurring. Turns need not take a uniform length of time, but taking an excessively long turn or performing simple actions with undue pause will result in the judge encouraging the players to play more quickly. Players on the slow-playing team each receive a warning. Multiple warnings for slow play can be given in a single game.

8.13 Disrupting a Game - If a player talks to players in another game in-progress excessively or about game-relevant information, the judge will encourage the player to stop talking to said players. The player receives a warning.

8.14 Unsporting Conduct - If a player conducts him/herself in a disrespectful or disruptive manner, the judge will encourage the player to cease such behavior immediately. The player receives a warning.

If a player has a disagreement with a judge or other tournament official, the player should voice that disagreement in a discreet and respectful manner that does not interrupt the flow of games in-progress. Failure to do so will result in the player receiving a warning.

8.l5 Failing to Put Away Game Components - If a player does not put away his/her game components in a neat and timely fashion after a round, a judge should be notified and the player will be asked to put his/her components away. This includes putting the deck, miniatures, health chart, reference sheet, and wound markers back in their appropriate slots. This also includes putting the deck back with all cards facing the same direction and oriented the same way. The player receives a warning.

Component checks may be performed by a judge during or between rounds of play. If any components are out of place or a deck is found with cards missing, cards facing the wrong direction, or cards oriented the wrong way, the player who previously used the character receives a warning.

8.16 Other Issues - Any gameplay problems not covered in this document are handled with the sole discretion of the judge. Note that simply asking a judge for a card ruling or explanation is perfectly acceptable and will not result in a penalty.

9.0 Penalties

9.1 Intent - If the judge believes that a player intentionally committed any of the rules infractions listed, he/she may upgrade the penalty administered from a warning to a game loss.

9.2 Warning - A warning is given for most rules violations. A warning carries no in-game punishment, but is recorded for the duration of the tournament. If a player would receive a fifth warning in the same tournament, the judge may instead erase the player's previous warnings and give the player a game loss. Warnings carry over from one game to the next, but not from one tournament to the next.

9.3 Game Loss - An automatic game loss can be given to players who commit a fifth penalty that carries a warning, or for an infraction that the judge believes was committed with intent. The judge may decide to apply the game loss either to the player's game in-progress or to the player's next game.

9.4 Disqualification - A player can be disqualified only by the head tournament official. A disqualification is given only for excessive misconduct on the part of the player.

10.0 Disclaimer

10.1 Tournament Organizer's Authority - The tournament organizer has ultimate authority to use, alter, or suspend anything in this document for the purpose of his/her event.

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